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Anni Maria; Lirhan Lirhan; Selviana Vindirani Mamori; Desy Putri Sahara; Andi Nurhartina +1 more

Jurnal Riset Rumpun Ilmu Bahasa 2025 Pusat riset dan Inovasi Nasional

Research. Elementary School Teacher Education Study Program, STKIP PGRI Papua. The purpose of this study is to examine the Influence of Using Kahoot as an Interactive Learning Media to Increase the Learning Interest of Sixth-Grade Students in Civic Education at SD YPK Bethania Mariadei. This type of research is Experimental research. The population in this study consists of students at SD Bethania Mariadei, while the research sample is 21 students in the sixth grade. Data collection was conducted through questionnaires and documentation. The collected data was analyzed using descriptive statistics and inferential statistics techniques. Based on the hypothesis testing results, the calculated t-value is 2.926 with a significance of 0.009. The significance value shows 0.009 < 0.05, so H0 is rejected and H1 is accepted, which leads to the conclusion that there is a significant and positive effect of using Kahoot media as an interactive learning tool to increase the learning interest of sixth-grade students in Civics subjects at SD YPK Bethania Mariadei. The Kahoot Interactive Learning Media can be applied for Civics learning in elementary schools. Keywords: Kahoot, Learning Media, Learning Interest, Civics.  

Erni Susanty Tahir; Fatika Puteri Rosyi; Puput Mulyono

Jurnal Pelayanan Masyarakat 2025 Lembaga Pengembangan Kinerja Dosen

Schools serve as environments where children receive a formal education. In addition to serving as educational institutions, schools can also pose a risk for spreading diseases. Diarrhea accounts for up to 65% of deaths, while other illnesses contribute to 26%. Healthy and clean living practices involve initiatives to offer learning experiences or establish environments for individuals, families, groups, and communities by facilitating communication, sharing information, and arranging educational opportunities to enhance knowledge, attitudes, and actions. This community service seeks to impart knowledge and awareness of clean and healthy living habits to Sekolah Dsar children, enabling them to incorporate these practices into their everyday lives. This community service is conducted through counseling delivered via lectures, interactive discussions, and simulations utilizing LCD media and instructional materials. The event was successful, and everyone involved was excited about this service project.

Royhan Jamil Al-Arqomi; Ambo Dalle; Ahmad Sirfi Fatoni

Jurnal Riset Rumpun Ilmu Bahasa 2025 Pusat riset dan Inovasi Nasional

This study aims to comprehensively describe the planning, implementation, and outcomes of efforts to improve students’ mastery of Arabic vocabulary through the use of picture card media in learning activities. This research employs a Classroom Action Research (CAR) design conducted in two cycles, with each cycle consisting of two meetings. The subjects of this study were 26 fourth-grade students of SDIT Al-Fadiyah Gowa. Data were collected through vocabulary mastery tests as well as teacher and student observation sheets. The planning stage was carried out collaboratively with the teacher by preparing appropriate learning instruments, while the implementation of the actions was systematically monitored using observation guidelines. The results indicate a significant improvement in students’ Arabic vocabulary mastery. In the first cycle, the average learning achievement reached 70%. After refining the instructional strategies in the second cycle, the achievement increased to 86%, showing a 16% improvement. These findings demonstrate that the use of picture card media is effective in creating more engaging, interactive, and meaningful learning experiences. Consequently, it contributes positively to enhancing the Arabic vocabulary mastery of fourth-grade students in a measurable and observable manner.

Devania Mita Sari

Jurnal Budi Pekerti Agama Islam 2025 Asosiasi Riset Ilmu Pendidikan Agama dan Filsafat Indonesia

This study aims to analyze the effect of the use of kahoot game media on the cognitive learning outcomes of moral beliefs in grade VII C MTS negeri 1 Tuban students. The background of this research is the low enthusiasm and learning outcomes of students in learning moral beliefs which are still dominated by conventional methods while the characteristics of agency students demand a more interactive and adaptive learning approach to technology. This study uses a quantitative approach with a quasi-experimental design of one group pretest design involving 34 students as a sample. This research instrument is in the form of a multiple-choice cognitive learning outcome test of 20 questions covering 4 levels of bloom taxonomy, namely remembering, understanding, applying, and analyzing. The data was analyzed using descriptive statistics and normalistic calculations, the results of the study showed a significant increase in students' cognitive learning outcomes where the average class score increased from 66.03 in the pre-test to 80.29 in the post-test with an engine value of 0.42 which was in the medium category. These findings identify that kahood media has a positive impact on improving students' cognitive learning outcomes.

Dewi Fitriani; Mita Sari; Mia Nur Ara; Indrika Adam; Sahrini Amir +2 more

Jurnal Pendidikan Anak Usia Dini dan Kewarganegaraan 2025 Asosiasi Riset Ilmu Pendidikan Indonesia

This study examines the role of mathematics learning in improving logical thinking skills in early childhood. The background of this study is based on the importance of logical thinking skills as a foundation for children's cognitive development, which can begin at an early age through appropriate mathematics learning. The purpose of this study is to analyze how mathematics learning can stimulate the development of logical thinking in early childhood and explore effective learning strategies. The methods used are library research and observation of several models of mathematics learning for early childhood in early childhood education institutions. The findings indicate that fun and concrete activity-based mathematics learning can improve children's abilities in critical thinking, constructing patterns, drawing conclusions, and solving simple problems. The implications of this study emphasize the need for the application of creative and interactive mathematics learning methods to support the development of logical thinking from an early age, while also encouraging educators to integrate mathematics into children's daily activities. This study also recommends the development of learning media appropriate to children's developmental stages for optimal results.

Ariz Aprindo Putra; Ali Sadikin; Ahmad Asyhadi

Prosiding Seminar Nasional Ilmu Teknik 2025 Asosiasi Riset Ilmu Teknik Indonesia

The rapid development of information technology encourages the use of digital media as an educational tool in the health sector, particularly for pregnant women. One of the problems faced by Klinik Bidan Rima Pondok Meja is the limited use of conventional educational media, such as books and posters, which are considered less attractive and difficult to understand. This study aims to design and develop an Android-based Augmented Reality (AR) application as an educational medium for nutrition and fetal development for pregnant women. The application presents three-dimensional (3D) visualizations of fetal development from week to week, along with information on nutritional needs during pregnancy. The system development method used in this research is the Prototype model, while the Augmented Reality technology applies marker-based tracking. The development tools used include Unity, and Blender 3D. The result of this study is an Android-based AR application prototype that provides interactive and easily understandable information about fetal development and maternal nutrition. This application is expected to increase learning interest and understanding of pregnant women in maintaining a healthy pregnancy at Klinik Bidan Rima Pondok Meja.

Ulfah Sarliana Zakiyah; Dea Mustika; Zahratul Hayati; Rila Sahadana; Haikal Hakimi

Perspektif: Jurnal Pendidikan dan Ilmu Bahasa 2025 STAI YPIQ BAUBAU, SULAWESI TENGGARA

The use of technology-based learning media, such as Smart TVs, has great potential in improving the quality of learning in elementary schools (SD). Smart TVs can support interactive learning, enrich teaching materials, and increase student learning motivation. However, in reality, many elementary schools still face limited supporting facilities so that their use is not optimal. This study analyzes the use of Smart TV in elementary schools with limited infrastructure, teacher readiness, and its impact on the learning process. The analysis method was carried out qualitatively through the study of school conditions, observations, and interviews with teachers. The results of the study show that the limitations of the internet network, the lack of supporting devices, and the lack of teacher training are the main factors that hinder the effectiveness of the use of Smart TVs. The impact of these limitations is the low integration of technology in learning, limited access to digital materials, and the suboptimal role of teachers as facilitators. Therefore, policy support from the government, improving school facilities, and teacher training programs are needed so that the use of Smart TVs can run optimally. The conclusion of the study emphasizes that Smart TV has the potential to become an innovative learning medium in elementary schools if supported by adequate infrastructure facilities and teacher competence in accordance with the demands of the digital era.

Nanda Iswari; Ardiya Ardiya; Wandi Syahfutra

International Journal of Education and Literature 2025 Lembaga Pengembangan Kinerja Dosen

Reading comprehension, especially in personal letter texts, is challenging for many Indonesian high school students due to limited vocabulary and low motivation. Blooket, a game-based learning platform, offers potential to improve engagement and learning outcomes.Objective: This research aims to examine the effectiveness of Blooket learning media in improving students’ reading comprehension of personal letters at Grade XI of SMA PGRI Pekanbaru. A quantitative approach with a quasi-experimental non-equivalent control group design was used. The sample consisted of 39 students, divided into an experimental group taught with Blooket and a control group taught conventionally. Pre-tests and post-tests (25 multiple-choice items) were administered, and data were analyzed using normality, homogeneity, The experimental group’s mean score increased from 55.21 to 84.96, while the control group improved from 51.53 to 72.00. The paired sample t-test yielded p = 0.000 (<0.05), indicating a significant effect of Blooket on reading comprehension. Blooket’s interactive and competitive features effectively enhanced students’ reading comprehension of personal letters, motivation, and participation, making it a valuable alternative for teaching short functional texts in EFL classrooms.

Akhmad Suyono; Merlina Sari; Fitri Wulandari; Nabila Khairunnisa

Jurnal Pengabdian Masyarakat Indonesia Sejahtera 2025 STAI YPIQ BAUBAU, SULAWESI TENGGARA

Digital literacy is important in education in the era of Society 5.0, because teachers are required to be facilitators in supporting students to become digital learners. To support the success of students in becoming digital learners, the role of teachers in the use of technology during learning activities also contributes. The existence of these demands makes the use of virtual reality media in the learning environment an alternative that can be done to create learning activities that meet the demands in the Society 5.0 era. The purpose of this service activity is to improve the digital literacy of IGI Pekanbaru. as well as introduce virtual reality-based learning media as a renewable learning media innovation to support student learning activities in the digital era. In this service, the methods include presentation, demonstration, and practice. The results showed that teacher training in making VR learning media can improve their digital literacy. This training can also help teachers create interactive and interesting technology-based collaborative learning media for modern learning.

Sulthan Fari Farras Fathin; Mutiarani Mutiarani

Jurnal Riset Rumpun Ilmu Bahasa 2025 Pusat riset dan Inovasi Nasional

This study investigates the effectiveness of a multimodal approach in improving students’ English reading comprehension at SMPN 10 South Tangerang during the 2025/2026 academic year. Involving 42 eighth-grade students, the research aimed to determine whether integrating various modes of learning—such as text, images, audio, and video—could enhance reading comprehension more effectively than traditional text-based instruction. A pre-experimental one-group pre-test and post-test design was used to measure students’ progress before and after the implementation of multimodal learning. Data were analyzed using a paired sample t-test to identify significant differences between the two tests. The results indicated a notable improvement, with the mean score increasing from 70.48 on the pre-test to 79.76 on the post-test, representing a gain of 9.28 points. The significance value (Sig. 2-tailed = 0.000) confirmed that the improvement was statistically meaningful. These findings demonstrate that multimodal instruction enhances comprehension by presenting information through multiple sensory channels, supporting diverse learning preferences, and creating a more engaging and interactive learning environment. The study concludes that the multimodal approach is an effective method for teaching reading comprehension in junior high school and recommends broader application in English classrooms to strengthen students’ motivation, understanding, and overall learning outcomes.

Hartanti Hartanti; Alifiani Alifiani; Anies Fuady

Jurnal Pengabdian Masyarakat dan Transformasi Kesejahteraan 2025 Lembaga Pengembangan Kinerja Dosen

Training on creating Heyzine-Canva-based e-book learning media through the Subject Teacher Working Group (MGMP) aims to improve teachers' professional competence in facing educational demands and digital technology integration. This training activity is designed using demonstration, hands-on practice, and group discussion methods, so that it can accommodate various levels of technology mastery among teachers. Through this training, teachers are guided to develop interactive e-books, learning videos, and innovative digital quizzes using the Heyzine and Canva platforms. The training results show a significant improvement in teachers' skills in utilizing digital media, confidence in integrating technology into learning, and motivation to continue innovating. Additionally, this training also encourages collaboration among teachers and builds a professional network that supports continuous development. Challenges faced, such as variations in technology skills and device limitations, are addressed through ongoing mentoring and further training. This training contributes to improving the quality of learning, student engagement, and supports the achievement of national education goals in the digital era.

Yulita Rotua Putri S. Sihite; Novitasari Br Hutauruk; Lutfiah Syahwarani Siregar; Esther Veronica Putri Siregar; Fevi Rahmawati Suwanto

This research aims to develop GeoQuest, an interactive learning media integrated with Artificial Intelligence (AI), to enhance the understanding of trigonometry concepts among Grade XI students at SMAN 1 Percut Sei Tuan. The development follows the Research and Development (R&D) approach using the ADDIE model, which consists of Analysis, Design, Development, Implementation, and Evaluation. The product integrates AI-based features such as adaptive practice questions, automated feedback, and dynamic visualizations of trigonometric graphs. Data were collected through expert validation, student response questionnaires, and learning outcome tests. The results show that the media meets the criteria of validity, practicality, and effectiveness. Material experts and media experts rated GeoQuest as "very valid," while students responded positively to its ease of use and engaging interface. Learning outcome tests indicate a significant improvement in students’ understanding of trigonometry after using the AI-based GeoQuest media. Thus, GeoQuest is proven to be a reliable and effective digital learning tool to support trigonometry learning.

Lisdayanti Tinambunan; Jesica Carolina; Elisabet Elisabet; Matius Timan Herdi Ginting

Nubuat : Jurnal Pendidikan Agama Kristen dan Katolik 2025 Asosiasi Riset Ilmu Pendidikan Agama dan Filsafat Indonesia

This study aims to implement the Christian Religious Education and Character Education (PAK) teaching module in grade V of SDN 1 Sabaru, Palangka Raya, with a focus on the topic “Jesus Was Crucified, Died, and Risen for Me.” The learning process is designed to support students’ spiritual and character development through an interactive and project-based approach. Teaching methods include group discussions, the use of miniature media as visual learning aids, collaborative activities, and guided reflection on Christian values relevant to students’ daily experiences. The results of classroom observations show that most students are active, enthusiastic, and involved in the learning process, able to understand the theological meaning of the crucifixion, death, and resurrection of Jesus, and apply the values of love, gratitude, and responsibility in everyday life. Obstacles found include a lack of self-confidence in some students and less optimal group dynamics during activities. These findings serve as important evaluation materials for improving the effectiveness of future learning implementation

Ridwan Fauzi, Muhammad; Hambali, Adang; Darmalaksana, Wahyudin; Nursobah, Asep

International Journal of Islamic Educational Research 2025 Asosiasi Riset Ilmu Pendidkan Agama dan Filsafat Indonesia

General education at Islamic Religious Higher Education Institutions (PTKI) plays an important role in developing students’ critical thinking skills so they can analyze religious and social issues reflectively and contextually. However, learning practices in PTKI are still dominated by teacher-centered approaches and low cognitive achievement, which limits the development of analytical, evaluative, and problem-solving abilities. Meanwhile, studies show that integrating digital media, particularly video, can improve conceptual understanding, motivation, and cognitive engagement, yet a digital video-based meaningful learning model specifically designed for the PTKI context remains limited. Therefore, this study aims to formulate a Digital Video-Based Meaningful Learning Model (MPBBVD) to enhance students’ critical thinking skills. This research employed a literature review method by analyzing books, scientific articles, research reports, and digital sources related to meaningful learning, constructivism, multimedia learning, digital video use, and critical thinking development. Data were analyzed descriptively and qualitatively to identify the theoretical foundations, learning syntax, and design principles of the model. The findings indicate that MPBBVD integrates Ausubel’s Meaningful Learning theory, constructivist perspectives from Piaget, Vygotsky, and Bruner, Mayer’s Multimedia Learning theory, and the critical thinking framework of Facione and Ennis. The model uses digital video as the main learning medium and applies the ACTIVE stages (Attend, Connect, Think, Interpret, Verify, Evaluate) to promote contextual and interactive learning. Integrating pre-, during-, and post-video activities supports knowledge construction, reduces cognitive load, and increases student engagement, contributing theoretically and practically to improving critical thinking in PTKI in the Industrial Revolution 4.0 era.

Ni Wayan Artiniasih; Luh Made Dwi Wedayanthi

Karya Nyata : Jurnal Pengabdian kepada Masyarakat 2025 Lembaga Pengembangan Kinerja Dosen

This community service program aims to introduce basic English vocabulary to Kindergarten students through the medium of bilingual songs. The background of this activity is the limitation of interactive learning media and the dominance of traditional methods that are less attractive for early childhood. Bilingual songs were chosen because they have a simple rhythm, easy to remember lyrics, and are able to create a fun and contextual learning atmosphere. The method used is the Participatory Action Learning System approach which includes the preparation stage, flexible action, and reflection. Bilingual songs are inserted at the transition moments of class activities and combined with simple movements to stimulate natural vocabulary acquisition. The results of the observations showed a significant improvement in children's language skills: most students were able to remember new vocabulary, enthusiasm for learning increased, and active participation in singing together was higher. Teachers also reported that the use of bilingual songs helped keep children's attention and created a positive learning atmosphere. Overall, this activity proves that bilingual songs are an effective, fun, and appropriate medium for children's developmental stages to strengthen mastery of basic English vocabulary. This program is recommended to be applied continuously in daily learning activities in kindergarten classrooms.

Ophilia Lindy Agrecia; Siren Nugroho; Cintya Fioni; Prita Aura Eklesia

Jurnal Budi Pekerti Agama Kristen dan Katolik 2025 Asosiasi Riset Pendidikan Agama dan Filsafat Indonesia

Implementation of the Youth and Youth Service Section (SPRP) Worship Program at the GKE Barimba Congregation in the context of developing the character of Christian teenagers and young people. Using descriptive qualitative methods, data was collected through in-depth interviews with youth and youth leaders who play an active role in development activities at the church. The results of the study revealed various challenges faced by teenagers and young people, such as peer pressure that affects worship motivation, a less engaging atmosphere of togetherness in worship, and differences in age and maturity levels between teenagers and young people that cause emotional distance. Their spiritual needs include relational aspects, a contextual understanding of faith, real spiritual experiences, and the formation of strong moral character to face the challenges of the modern era. Effective development strategies involve the active role of families in spiritual development at home, Christian educators as guides and motivators, the use of interactive learning methods such as Bible-based games and digital media that are relevant to the character of the younger generation, and the implementation of dynamic and creative worship services to increase engagement. The implementation of this program aims to form a strong Christian character and prepare teenagers and young people to become faithful, responsible individuals who are able to serve actively in the church and society. Close synergy between family, church, and education is a key factor in the success of spiritual development of the younger generation amidst rapid social and technological change.

Rina Dwi Astuti; Sinta Devi Prastika Putri; Siti Inganah

Jurnal Riset Rumpun Matematika dan Ilmu Pengetahuan Alam 2025 Pusat riset dan Inovasi Nasional

The purpose of this study was to evaluate the application of the Deep Learning approach in teaching mathematics in the first grade of addition and subtraction of numbers 1 to 20 in a story problem through the concrete media Si PONPEL and the educational game Quizizz Paper Mode. This technology-based learning is intended to make learning more interactive and enjoyable, but does not require personal digital devices. Qualitative and quantitative data were collected through a mixed-method research design to measure student understanding the result show that the Si PONPEL and Quizizz Paper Mode methods successfully improved students’ understanding of basic mathematical concepts, with an average increase in student scores of 38.33%. In addition, findings from interviews conducted with teachers and students showed that the Si PONPEL concrete media and this technology made students more engaged and motivated to learn. It is hoped that this research will make a significant contribution to creating more inclusive and interactive mathematics kearning in elementary schools.

zulkarnaini, Zulkarnaini; Ardilla, Arista

Jurnal Pengabdian kepada Masyarakat Wahana Usada (WUJ) 2025 Sekolah Tinggi Ilmu Kesehatan KESDAM IX/Udayana

Introduction: Stunting remains a major public health problem in Indonesia, including in Blang Teue Village, North Aceh, where the prevalence of children at risk of stunting reaches 28% (Public Health Center, 2023). The main contributing factors are mothers’ limited knowledge of locally sourced complementary feeding (MP-ASI) and restricted access to nutrition education media. This community service program aimed to empower the community by developing QR Code-based interactive educational posters as an accessible and user-friendly nutrition learning tool. Methods : The method employed was Community-Based Participatory Research (CBPR) with a Participatory Action Research (PAR) approach, involving 30 respondents (mothers of toddlers), health cadres, village officials, lecturers, and students. Results : The results indicated a significant improvement in mothers’ knowledge regarding local MP-ASI, where the percentage of respondents with high knowledge increased from 20% to 67% after the intervention. Utilization of QR Code media was also high, with 60% of respondents accessing it intensively, and a positive relationship was found between the intensity of media utilization and knowledge level (83% of high-intensity users achieved high knowledge). Conclusion : This program not only enhanced community knowledge and skills but also fostered the emergence of local leaders from health cadres and PKK members, as well as promoted social transformation through strengthened digital literacy and the use of local food in stunting prevention.

Ahmad Fauzi Hasibuan; Mhd Adi Wahana; Suhut Parlindungan Daulay; Nurul Zaman

Jurnal Budi Pekerti Agama Islam 2025 Asosiasi Riset Ilmu Pendidikan Agama dan Filsafat Indonesia

This study aims to analyze the difficulties experienced by students in understanding abstract concepts in Islamic creed (akidah) and to evaluate the effectiveness of Islamic-based animation learning media as an innovative and interactive solution. The research employs a qualitative Classroom Action Research (CAR) approach, conducted in two learning cycles using observation, interviews, documentation, and questionnaires as data collection techniques. The implementation of Islamic animation learning media demonstrated a significant improvement in students’ conceptual comprehension. The results indicate that the average understanding score increased from 35.25% in the preliminary stage to 89.25% after the final cycle, showing a substantial rise in students’ achievement levels. In addition, students’ enthusiasm, motivation, and active participation in classroom activities increased markedly when learning materials were presented through animated visualization rather than conventional lecture-based instruction. Expert validation confirmed that the developed instructional media meets pedagogical, didactic, and visual quality standards, and responses from teachers and students revealed positive perceptions regarding the relevance and attractiveness of animation-based learning. The findings highlight that Islamic-based animation learning media serves as an effective educational tool capable of simplifying and concretizing abstract theological concepts, enabling learners to construct deeper understanding through visual and contextual illustration.Therefore,the study recommends the broader application of animation-based Islamic instructional media in akidah education to enhance comprehension, engagement, and learning outcomes in schools.

Maria Veronica Deno; Khaerudin Khaerudin; Dwi Kusumawardani

Jurnal Pelayanan Masyarakat 2025 Lembaga Pengembangan Kinerja Dosen

The development of digital technology has driven the  increasing use of e-modules as interactive learning media that support  independent and collaborative learning. The integration of pedagogical approaches and multimedia technology makes e-modules increasingly adaptive and effective in developing higher-order thinking skills. This study aims to map trends in the development and utilization of e-modules through a Systematic Literature Review (SLR)  of Scopus articles published in 2020–2024. From the selection process, 20 articles were analyzed based on their pedagogical approach, as well as the media and digital platforms used. The study results show that pedagogical approaches such as Problem-Based Learning, STEM, SETS, Discovery Learning, and Guided Inquiry have been consistently proven to improve critical thinking skills, learning outcomes, and 21st-century competencies. From a technological perspective, Android and flipbook platforms are the primary choices due to their flexible access and multimedia support such as video, animation, simulations, and interactive quizzes. These findings emphasize the importance of developing systematic, pedagogically-based e-modules supported by interactive multimedia.  Further research is needed to explore the integration of AR/VR, gamification, and artificial intelligence.